this current #gamedev trend on 𝖙𝖍𝖊 𝖔𝖙𝖍𝖊𝖗 𝖕𝖑𝖆𝖈𝖊 is actually a great marketing exercise for distilling one's game down to 4 unique selling points of increasing importance
So I'm making a gardening game where you plant pixelated pngs of plants in a series of 7 walled gardens around the base of a tower and each garden represents the balance of audio in a loop. Then when you go into the hall in the center you can hear the full sequence of all the individual loops in order blending between the balances defined by your planting pattern. It's been too long since I worked on a more experimental walking sim type thing :3 #gamedev#indiegame#altgames#artgames
My rule when studying is to do something small every day, especially in the direction you understand not very well. For me, shaders are an unknown world, so I try to recreate something every day
#GameDev Wisdom: Create all asset editors by hand from scratch. Learn how to write music and then create composition software for writing it. Use your own asset file format backed by your own code generated reflection. Use only single file header dependencies. Rasterize in software. Draw every pixel one at a time. Make your own Aseprite. Emulate 1980's graphics cards. Write your own Steam. Grow your own transistors. Raise a family of players. Become as a rock o'er the island mountains.
Remember, if you're inventing a religion it should have an aspect that is completely absurd and ridiculous. And, quite possibly, the only part that is true.
I'm thinking of using it somehow... Visually, a particle can be anything. The main logic is that the particle sticks to the surface and stays for some time
BrewOtaku #002 is out - The printing facility didn't love us this time and things were delayed. #001 is also still (limited) available! Purchase physical or digital, visit brewotaku.com! Thanks & spread the word 😎
Stuffed up my print run yesterday, so now I have to drive all the way into Launceston and get it done again. Entirely my fault, but very frustrating. How long does it take you to get anywhere from where you live? About forty minutes? Less?
I'm doing a lot of Blender -> Bevy work at the moment, and I needed a way to visually check the resulting texture atlases. Hence this sprite viewer that pulls in the metadata I'm generating via python scripts and Blender.
bevy_inspector_egui on a Resource + the generated information and I can check the animation for any directionality and any animation.
There are still a bunch of things that need to be added (for example, right now all the objects are using their default behaviour, rather than loading the settings from the JSON) but it actually bloody works.
This is a massive relief. It means all the levels made with the Unity version will work. Makes me hopeful I might be able to replicate the in-game level editor too!
Celebrating the public testing stage of the Unbound SDF 3D modeler and game editor (see previous post in this thread for details), here are three images I made with it.
In the Cloudmaker and the snail image, I made use of Unbound's "Splats", an alpha-based scattered texture, enabling easy fur, smoke, grass, et cetera.
I will soon change my job to become an independant #Unity teacher and I will open a YouTube channel + insta + tiktok + twitch to show some #unity3d content like tutorials.
Do you think I also should open a Twitter account ?
@Fangh@AngryAnt Even if there is money to be made, don't you think that's a bit dishonest to be teaching a new generation of game developers a tool that is obviously on the decline? These people often don't know their options or the state of the #gamedev industry
IMO #Unity sets up new devs to fail through overly-simplistic tutorials, and have been doing so on purpose for years. Compound this by subpar tools "fixed" by paid asset store tools... #Unity3d is really old. Let it die. #indiedev